2) Are solo spawn monsters intended to move, for example off tile 3? I recognize this would make Kitsune weaker to have a lower territorial bonus on tile 2, but maybe that's just how the game goes. A lot depends on the random placement of the spawn points on each tile.

3) Do solo spawn monsters count as monsters for the purpose of spawning? Same with the dungeon boss for Faithful Servants? For paired spawns, this can force some models to spawn very far in the 'back', but I think generally everything 'should' fit.

4) Benkei and Zenyo Ryu are two new heroes that self inflict wounds after they use a support ability. In the Arcade rulebook p19 it indicates that heroes gain +1 wrath whenever they inflict a wound. I assume this is against a monster, but then maybe there's a loophole to self inflict wounds (for example via Dangerous potions/attacks) to generate Wrath? It'd be nice to have clarification and/or if there needs to be a clarification b/w deals a wound, for 'loses/suffers' a wound.

5) Backlash - do wounds generated by Backlash generate Wrath? If the answer is yes, then, wow, Backlash is super strong and assume Deadly Defense would also generate wrath. If the answer is no, it's the monster hitting itself so no Wrath generated, then would attacking a Boo Booty and missing (thus backlashing yourself) generate wrath?

6) Tanchyo Madoushi's Fly Aura - I get that a monster can benefit from Fly as it enters the Aura and loses Fly as it exits the aura and thus cannot make an illegal move onto a structure or chasm. Since MMC commands are Move > Unique in most cases (there are a few situations where Unique is not preceded by Move and no cases where it's Unique > Move, only Unique > Regroup), the aura would end at the point the Madoushi moves (which is in appropriate priority order for solo monsters), then be re-established after the Move, so only monsters that move before the Madoushi really get to Fly for movement (like bosses or Tanchyo Oni) and when it's re-established it's really just giving monsters line of sight, but they would not necessarily have moved in the same fashion if they did not have Fly.

Basically, I'm trying to figure out if it has consistent value/benefit I'm missing or just kind of a headache to keep track of.

7) Dark Kitsune Into the Reeds - I assume on a Unique command, it's expected she uses Massive Ninja Star > Into the Reeds > Foxy. The part I struggle with is Into the Reeds - it's a red offense action, but has an augment symbol and doesn't have a corresponding Classic ability to help clarify. I assume Augment is to indicate that she can only use the ability on herself and not heroes and not other consul monsters in order to place herself by the farthest spawn point. However, I'm struggling with...does she attack and then disappear? Or does she get placed and then attack a hero in range 4 (assume she is placed in such a way to attack a hero, the one with most wrath, if possible if there is a choice). Or is this something even weirder where she attacks herself (which she'll never wound herself). Or is this a misprint and it should be a support ability?. I really like the theme of the ability (hard to catch her), but on a Move > Unique > Fight, she'll generally only do one Massive Ninja Star attack and then disappear and have no one in range to fight =/.

I also have a question to add. Do Solo Spawning Points move away from the closest character on any board or the same board? It’s not specified and for Solo Spawn Points on board 2 and 3, they will always end up at the back of the board or moving to the next board before the characters can get there.

Is there somewhere that says they move away? I played they moved in range in arcade as per solo monster rules. In classic and arena there’d be reasons to move away and closer but arcade I don’t think has an option.

ah! thanks! I completely missed that on the card. That makes sense for Kitsune since they want to spawn monsters on the later tiles. We'll see how much sense it makes for the others.

As for the moving away, moving is typically towards the hero with most wrath.

To change it to move away from the closest hero, it would just be on any board rather than the same board (so it's not like FK where they are dormant until a hero enters the tile).

as for always having the spawn in the back of the tile, I agree, since a tile is 12x12, it only takes 6 move commands for a spawn to traverse an entire tile, and the first 6 MMC have move/regroup commands...

I feel like this makes ranged heroes even more advantageous vs. the spawns since they will on average be able to attack it well before melee heroes.

Or maybe this is to make the pounce/high mobility heroes more desirable?

A mobile spawner moving way from he closest hero doesn't automatically pout them on higher boards, necessarily. It will, more than likely, put them up in a corner of the board they are in if the specifically move directly away from whoever is closest, really. The doorway to the next board up is a small target ad being in the right place to make them move to hit it over several turns is hard. Also, the regroup command s different that a move command. The spawner will still move towards the closest open dungeon door, not away. So, while it is possible for a mobile spawner to flee to a higher board...it seems to be far from a sure thing.